Unreal Physics - nullstar/SecondBrain GitHub Wiki
FBodyInstance* pBodyInstance;
FVector angularVelocity = FVector::ZeroVector;
FPhysicsCommand::ExecuteRead(pBodyInstance, [&](const FPhysicsActorHandle& handle)
{
angularVelocity = FPhysicsInterface::GetAngularVelocity_AssumesLocked(handle);
});
FBodyInstance* pBodyInstance;
FPhysicsCommand::ExecuteWrite(pBodyInstance, [&](const FPhysicsActorHandle& handle)
{
FPhysicsInterface::SetAngularVelocity_AssumesLocked(handle, FVector::ZeroVector);
});
FBodyInstance* pBodyInstance;
FVector kinematicTargetLocation = FVector::ZeroVector;
FPhysicsCommand::ExecuteRead(pBodyInstance->ActorHandle, [&](const FPhysicsActorHandle& handle)
{
const physx::PxRigidDynamic* pDynamic = handle.SyncActor->is<physx::PxRigidDynamic>();
physx::PxTransform kinematicTarget;
if (pDynamic->getKinematicTarget(kinematicTarget))
{
kinematicTargetLocation = P2UVector(kinematicTarget.p);
}
});
#Unreal #PhysX #Physics